The 1984 Basic Set defines powers in broad categories, with general guidance and the Judge's discretion filling in details. Compared to the 1986 Advanced Set's Ultimate Powers Book (a 700+ item catalog), the 1984 list is intentionally short — categories of effects, not a granular taxonomy.
A hero rolls randomly to determine number of powers (1–4 typically), then rolls again on Table 27 to pick which category and specific power. Some powers marked with an asterisk are "special" — one special power is worth two regular powers.
Resistances & Senses
Resistance to Poison/Disease/Magic/Energy/Mental/Cold/Heat — withstand a specific attack type at the power's rank.
Extraordinary Sense — one or more senses elevated above normal (e.g., Daredevil's radar sense).
Movement & Speed
Lightning Speed — superhuman running speed; rank determines maximum distance per round.
Flight — winged, jet-propelled, or otherwise; rank governs speed.
Gliding — controlled descent without true flight.
Wall-Crawling — surface adhesion regardless of orientation.
Water Freedom — swimming and aquatic action at full effectiveness.
Teleportation — instantaneous transport; failure can be lethal if teleporting into solid matter.
Dimension Travel — crossing between planes of reality.
Nature Control
The hero manipulates one of the four elements (fire, water, earth, air), the weather, or a fundamental force. Power rank functions as Strength for the controlled medium. If used as an attack, damage equals the rank number; if used as a shield, armor rank equals the power rank.
Fire Control
Water Control
Weather Control
Energy Control
Magnetic Control
Electrical Control
Light Control
Sound Control
Darkforce Generation/Control
Gravity Control
Body Control
Growth — increase physical size; Strength rank goes up with the rank shift.